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[+] Here's my ideal future 5E supplement
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<blockquote data-quote="Sacrosanct" data-source="post: 7411966" data-attributes="member: 15700"><p>This is just how I envision the concept in my head, so take with a grain of salt. Also, I'm an analyst by day job, so forgive how I break this down lol</p><p></p><p>There are three key requirements here that I see: 1. give more decision points in chargen/progression with a level of sophistication that allows complex build combinations. 2. None of these decision points will be a trap option, and system mastery won't allow an uber build combo exploiting loophoes. 3. A PC created with the basic and core rules will need to be able to feel just as effective as an "advanced" PC</p><p></p><p>Assumptions: A basic PC decision point includes a sublcass/subclass features, and an ASI. By including several more decision points, those new decision points have to mechanically be individually less impactful than any subclass feature or ASI since you get more of them than you do a subclass feature or ASI. I.e. if each ASI, class feature, subclass feature, and new decision point have a certain value, regardless of which method of chargen you do, the total value has to be the same</p><p></p><p>Someone mentioned it earlier, and I agree. The only way I can see this is to remove subclasses altogether. Not only does that free up subclass feature slots to be used for new decision points, but they are kind of moot if you can select from a giant pool of new abilities to choose. I'm thinking of it as moving from a class based system, to a sill based system. Or a hybrid anyway. Obviously still classes, but instead of baked in class, subclass, and ASI features, you just have the ability to make whatever choice you want from the pool of new features based on that class. Essentially, it looks like a version of 3e turned to 11 to me, with even more feats and less baked in class features.</p><p></p><p>I think something like that could be fairly easy to do, and has a place. The biggest hurdle, as mentioned, is the balance aspect to adhere to one of the requirements above. That would require a huge amount of playtesting, because we often don't even think of many of the scenarios that can come up where one aspect might really throw a wrench into how things are balanced. Especially when you start talking about combos and builds. That was a huge problem with 3e's expansive feat list, as pretty much everyone knows.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7411966, member: 15700"] This is just how I envision the concept in my head, so take with a grain of salt. Also, I'm an analyst by day job, so forgive how I break this down lol There are three key requirements here that I see: 1. give more decision points in chargen/progression with a level of sophistication that allows complex build combinations. 2. None of these decision points will be a trap option, and system mastery won't allow an uber build combo exploiting loophoes. 3. A PC created with the basic and core rules will need to be able to feel just as effective as an "advanced" PC Assumptions: A basic PC decision point includes a sublcass/subclass features, and an ASI. By including several more decision points, those new decision points have to mechanically be individually less impactful than any subclass feature or ASI since you get more of them than you do a subclass feature or ASI. I.e. if each ASI, class feature, subclass feature, and new decision point have a certain value, regardless of which method of chargen you do, the total value has to be the same Someone mentioned it earlier, and I agree. The only way I can see this is to remove subclasses altogether. Not only does that free up subclass feature slots to be used for new decision points, but they are kind of moot if you can select from a giant pool of new abilities to choose. I'm thinking of it as moving from a class based system, to a sill based system. Or a hybrid anyway. Obviously still classes, but instead of baked in class, subclass, and ASI features, you just have the ability to make whatever choice you want from the pool of new features based on that class. Essentially, it looks like a version of 3e turned to 11 to me, with even more feats and less baked in class features. I think something like that could be fairly easy to do, and has a place. The biggest hurdle, as mentioned, is the balance aspect to adhere to one of the requirements above. That would require a huge amount of playtesting, because we often don't even think of many of the scenarios that can come up where one aspect might really throw a wrench into how things are balanced. Especially when you start talking about combos and builds. That was a huge problem with 3e's expansive feat list, as pretty much everyone knows. [/QUOTE]
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[+] Here's my ideal future 5E supplement
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